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Title: [A] Teams All Welcome (Clan Balance)
Host: Nobody
Game version: Zero-K v1.8.9.3
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 960822
Started: 4 years ago
Duration: 29 minutes
Players: 8
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 68.5%

AUrankAdminGoogleFrog
AUrankAdminAquanim
USrankShadybear18
AUrankHaroldSexypants
Team 2
Chance of victory: 31.5%

USrankArchangel
USrankPetTurtle
USrankDrDuck
CArankDHobbes

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4 years ago
Probably something to be learned about the current state of sea from this.
+0 / -0


4 years ago
There is a parameter that controls how soon amphs can begin to sink after first breaching the surface of the water. That could be used to make battles feel less like wack-a-mole, but it could make them feel clunky.
+0 / -0


4 years ago
quote:
but it could make them feel clunky.

Some particle effects to convey the state of "sorry, can't dive currently" could probably help with the feel.
+1 / -0


4 years ago
Balancer, much?
+0 / -0


4 years ago
Part of me wants to say that it feels more like rise-sink mechanics of amphbots isn't their intended Final Form. This is going to sound mad but would some of the amphbots having boat-mode instead of walking the ocean floor be a concept worth mental investment?
+0 / -0


4 years ago
On one hand, we already have submersible and surfaceable subs (seawolf and scylla can be forced to surface if attempting to traverse shallows).

On the other hand, how is an amph that can move underwater and overwater different from an actual sub?

+0 / -0
4 years ago
quote:
On the other hand, how is an amph that can move underwater and overwater different from an actual sub?
Subs can't walk on land?

Also I think USrankDregs meant only to float on water (he says "instead").

+0 / -0